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bitboy

ED Closed Beta Testers Team
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Everything posted by bitboy

  1. Hi, As a DCS mission maker I would like to be able to disable the F10 map view for Spectators. Even with Fog of War enabled in the mission, if a player is in spectator mode that can call up the F10 map view and see where everything is, this doesn't help with immersion or realism in missions. Is there a way to edit or modify the Options.lua or other files to make this possible in Multiplayer? Thanks, bitboy
  2. Hi, It appears that the Scenery Remove objects (Trees, Object, or ALL) options are not working in the Mission editor. I'm using the Caucasus map and a Mission Start trigger to remove some trees near areas that I want to place some FARPs. I place a test client unit down, run the mission and no matter what option I try the trees are not removed. I've used this technique numerous times on other maps and missions, so maybe this is just a new thing specifically for the Caucasus map? bitboy
  3. Ok the description.lua edit, worked! Thanks for sending that info along. Back in business. Thxs
  4. Did cleanup and repair, still same result. I may try the description.lua option you posted above. Thxs
  5. Thanks, the result is same whether is original skins or custom skins. I'll try a repair and see what happens. Thxs
  6. Thanks for the relpy. Cockpit textures? I don't recall adding any Mod called Cockpit textures to the Tomcat or any other airframe. The only cockpit related mods that I've added wouldbe translations to English and none of those apply to the Tomcat. Checked my Mod folders (Saved Games and the DCS install folder), nothing related to Cockpit textures for the Tomcat, in fact no Tomcat mods at all except for some custom skins.
  7. Hi, I can't recall if this started with the first MT update or not but the mirrors on the Tomcat (A and B) aren't working like they used too. I have Mirrors enabled under the gameplay tab and all Motion Blur is shut off in the System tab. I used to see my pilots helmut, the backseat area, Jester at times, as well as wingsweep position and any aircraft on my tail. Now I have two options with the mirrors, first is a basic grayscale control panel display and if I hit the M button (toggle mirrors, I never used to have to do that before), I get a color shiny display for the mirrors but no reflections. Not sure if this is the new standard behavior or if a setting is missing or it's just plain broken? See attached screen shots. Any help is appreciated. bitboy
  8. Hi, Doing some testing for mission development, with the Trigger event "On Base Captured" with the condition "Coalition has airdrome". Basically I have a mission setup where Red controls Beslan airbase, 10 seconds later Blue Forces spawn in, attack, and destroy the Red forces. I have a trigger setup to pop a Message To All, when the condition "Coalition has airdrome" BLUE, Beslan. Everything works as expected, but I've noticed that the Message to all will pop up while there are still Red units alive in the Beslan Airbase zone. ?? Eventually all Red forces are destroyed, but my understanding is that the trigger should not fire until ALL Red forces are dead in the Beslan airbase zone. I've also noticed that this happens when the only remaining Red units are unarmed trucks, perhaps the trigger reads if there are any "armed" Red units still alive? This is not a huge issue, just trying to verify the functionality of the "Coalition has airdrome" condition in the trigger system. I've attached my test miz file as well. Thanks, bitboy Airbase Control_MP_2-13-2023.miz
  9. So while developing a mission I came across a section of the Syria map that does not seem to support destruction of map objects or trigger conditions of (Map Unit Dead). In the northeastern part of the map there is a long bridge across the Euphrates (see attached screenshots). I can select "pylons" as map objects on the bridge, but not the bridge or sections of the bridge itself. The purpose being to set of a trigger when the bridge is destroyed, which can be done on other map objects on the Syria map. I conducted several bomb runs, artillery and rocket strikes and the bridge will catch fire, make shell craters, but never collapse or look destroyed and the map objects never register as dead, so any triggers associated would not work. If this could be corrected is some future update that would be great. This particular bridge is excellent for scenario/mission development. Thanks, bitboy
  10. @Flappie Thanks! (Catching up on the forum after being away for a while.)
  11. Ahh yes, good point! I agree more like wishlist as you mention. I was working under the assumption that the Invisible FARP wouldn't erase the "eye candy" scenery. Certainly the Syria map in my opinion, at this moment in time is the best DCS map/scenery eye candy for sure.
  12. Hi, I have a mission where I want to have players depart from a border outpost in the Syria map. The scenery has a nice outpost setup along the DMZ with a fancy Helipad as well. I want to use the Invisible FARP object to allow rearm/refuel/repair. The problem is, when you place the Invisible FARP marker on the map over the Outpost scenery it removes nearly all the scenery when you run it in game. So no detailed buildings or helipad. If I move the Invisible FARP to a location away from the scenery so it reappears in game the new problem is that the FARP is too far away from the scenery to be is use, so no Rearm/Refuel/Repair. Could we get a fix so that the Invisible FARP does not remove scenery when placed? This would allow mission designers to have greater flexibility in FARP placement using, as in this case, the excellent scenery details available in the DCS maps. I've included two basic mission examples of the invisible FARP placement issue. Thanks, bitboy InvisFARP_Scenery_Back_MP_3-31-2022.miz InvisFARP_Scenery_gone_MP_3-31-2022.miz
  13. Well I definitely see the point of questioning "FARP in trees" seems like it would make landings extremely difficult. However, regarding the Invisible FARP and the scenery removal when it's placed..... I have a mission on the Syria map where I would like to use one of the UN PeaceKeeper or Israeli Outposts along the DMZ with Syria, to act as a FARP. These little outposts have great detail and some have neat little helipads. However if I place an invisible FARP over or near the outpost scenery object, portions of it disappear. (specifically the helipad). I've tried moving the FARP off or adjacent to the scenery object, but the problem then becomes....I move it far enough to not trash the scenery, but now it's too far to have aircraft use the FARP functions. Any chance the Invisible FARP could be modified as to not remove scenery when it's placed? Thanks, bitboy
  14. Thanks for the feedback folks, I wanted to make sure I wasn't crazy. As mentioned, hopefully ED gets the word and it's fixed soon, puts a damper on missions with the Huey or the Mi-8 for sure!
  15. Hopefully it will be addressed in the usual ED Break/Fix patch that follows big releases like this.
  16. Hi, After the DCS update yesterday 3/17/2022 (included the Apache module). Noticed today that the UH-1 Huey AI door gunners and AI Co-pilot will not engage or open fire, even when set at "Free Fire" with ideal conditions for spotting enemy targets. We discovered this on a mission where there is heavy use of the AI Door gunners. Maybe a bug that came about with the Apache release? Anyone else seeing this behavior? Thanks, bitboy
  17. Hi, Ever since he DCS OpenBeta update yesterday 3/17/2022 (Which had the New Apache release). The UH-1 Huey Door gunners and Co-pliot AI do not engage, even when in ideal conditions and with ROE set to "Free Fire". AI operated Hueys will eventually have their door gunners engage, but player operated Hueys with AI Door Gunners will not. Looks like a new Huey bug introduced with this latest release. Anyone else seeing this same behavior on the UH-1s? Thanks, bitboy
  18. Hi, Looking to expand the logic behind the "Unit moving in zone" (basically moving trigger zone). Works great for Units, would like to see if this can be expanded to Groups or Coalition like the other triggers. The main reason being is if I have a group of player in a mission I have to define the trigger zone logic with multiple "or" statements in order to cover all the possibilities for activation of the trigger. If this could be updated to include "Group inside moving zone" or "Coalition inside Moving zone" that would be great for Mission designers. The variables would be the same with some additions: Unit - this would become Group or Coalition. Zone - would still be the trigger zone created on the map Unit Type (for the Group or Coalition) would be added to designate what type of unit would be recognized: All, Airplane, Helicopter, Naval, Ground Zone Unit - Would remain as is, defining which unit the Trigger zone follows. If this feature could be added to the ME that would be great. Thanks, bitboy
  19. Wow outstanding, thanks for putting these together, great work!
  20. That would be great, thanks all the recent ME updates and additions as well.
  21. CTLD Issues with Pickups since update Hi, Since the latest DCS OB update (8-26-2020), my friends and I have discovered an issue (or possible issue) with CTLD when landing in a pickupzone and trying to extract troops from the Comms F10 menu. Twice today in Multiplayer one of our pilots had DCS crash at this same point each time. In another case, the Pilot had landed the Huey, come to a stop, was inside the pickupzone and received a message indicating the the Huey had to be stopped and lower than 60 ft off the ground. ?? Using CTLD 1.73 and using MIST 4.3.74. Never run into any issues with CTLD before. Any insight is appreciated. Thanks
  22. Sure thing, sorry for the belated response. I was running the Operation Jupiter mission for Normandy. Operation Jupiter v112_modified_MP_4-27-2020.miz
  23. MP Crash today Here is a log file from a crash today. I can't send the track file, it's too big even zipped. Basically everything was fine but then after a while AI units and other players just started to freeze in midair. Eventually the server crashed. Any ideas? Thanks, bitboy dcs.zip
  24. Server crash today, AI and fellow pilots freeze in midair Hi, I've attached a log file and the track files for a MP server crash today. Everything was fine, but then eventually all the AI units and most of the players just froze in midair. The PC is brand new Win 10 8 core processor, SSD, with 64 GB of RAM. ?? Any insight on the log file is appreciated. Thanks, bitboy
  25. Hi, I have two PCs that I use to host DCS servers. An older Dell with SSD drive and 32 GB of RAM and a brand new Dell with SSD and 64 GB of RAM. The Old Dell runs fine, with an occasional DCS crahs issue here and there, but usually pretty reliable. The new Dell has had DCS server issues from the start. ??? The biggest issue is seeing AI aircraft warp wildly all over the place for some reason. This will happen on and off for a few minutes, eventually my client connected to the server will crash. I've tried different missions, OB server versus OB Dedicated Server and the result is the same. The configurations for DCS server mirror the configurations on the old Dell. No idea what's going on here. I can send log files as well. Any insight is appreciated. Thanks
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